GGST/I-No/Combos: Difference between revisions

From Dustloop Wiki
< GGST‎ | I-No
(new combos + videos, removed a few old combos, edited a few notes)
mNo edit summary
Line 162: Line 162:
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|4|j.236H(3)~H}} > {{clr|3|j.S}} > {{clr|4|6H}}(2) > {{clr|4|236H}} > WS > {{clr|5|5[D]}} || Midscreen to Wall Break || 230 || ? || MA || [4] {{clr|4|Hard}} || Meterless wall break combo from near round start {{clr|4|5H}} on {{Character Label|GGST|May|label=May}} only(?). You may find it easier to wall splat with {{clr|2|5K}} > {{clr|2|214K}} instead of {{clr|4|6H}}(2) > {{clr|4|236H}}. || [https://streamable.com/lqz95m Video]
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|4|j.236H(3)~H}} > {{clr|3|j.S}} > {{clr|4|6H}}(2) > {{clr|4|236H}} > WS > {{clr|5|5[D]}} || Midscreen to Wall Break || 230 || ? || MA || [4] {{clr|4|Hard}} || Meterless wall break combo from near round start {{clr|4|5H}} on {{Character Label|GGST|May|label=May}} only(?). You may find it easier to wall splat with {{clr|2|5K}} > {{clr|2|214K}} instead of {{clr|4|6H}}(2) > {{clr|4|236H}}. || [https://streamable.com/lqz95m Video]
|-
|-
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > 66RRC~{{clr|3|c.S}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|6H}}(2) > {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Midscreen to Wall Break || 238 || ? || Everyone || [3] {{clr|3|Medium}} || Midscreen to wall break combo off of far CH {{clr|4|5H}} with 50% tension. {{clr|4|236H}} must be delayed on some characters. || [https://streamable.com/7c7z55 Video]
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > 66RRC~{{clr|3|c.S}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|6H}}(2) > {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Midscreen to Wall Break || 238 || ? || Everyone except CH, RA, JC || [3] {{clr|3|Medium}} || Midscreen to wall break combo off of far CH {{clr|4|5H}} with 50% tension. {{clr|4|236H}} must be delayed on some characters. || [https://streamable.com/7c7z55 Video]
|-
|-
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > {{clr|4|2H}} > {{clr|3|236S}}~66PRC~{{clr|3|c.S}} > {{clr|4|6H}}(2) > {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Midscreen to Wall Break || 240 || ? || Everyone except NA, AN, IN(?) || [4] {{clr|4|Varies}} || Slightly better (but not universal) midscreen to wall break combo off of far CH {{clr|4|5H}} with 50% tension. {{clr|4|236H}} must be delayed on some characters and {{clr|4|2H}} will not connect airborne on a few (NA, AN, IN). Difficulty heavily varies on opponent's character. || [https://streamable.com/7db9ck Video]
|| (far) CH {{clr|4|5H}} > {{clr|4|236H}} > {{clr|4|2H}} > {{clr|3|236S}}~66PRC~{{clr|3|c.S}} > {{clr|4|6H}}(2) > {{clr|2|214K}} > {{clr|2|214K}} > WS > {{clr|2|214K}} || Midscreen to Wall Break || 240 || ? || Everyone except NA, AN, IN(?) || [4] {{clr|4|Varies}} || Slightly better (but not universal) midscreen to wall break combo off of far CH {{clr|4|5H}} with 50% tension. {{clr|4|236H}} must be delayed on some characters and {{clr|4|2H}} will not connect airborne on a few (NA, AN, IN). Difficulty heavily varies on opponent's character. || [https://streamable.com/7db9ck Video]

Revision as of 04:18, 21 November 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Preliminary/Read me!

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • All wall break combos can be ended with Ultimate Fortissimo (632146S) for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
  • I-No's strongest meterless wall break option is 5[D] if you're grounded or j.236[S]/j.236[K] if you're airborne. If there's no time to use those, use 214K.
  • For combos that end in an I-No player's choice between 214K or 236S, 214K whiffs on crouching opponents but does more damage, causes the opponent to become airborne, and can be PRC'd, leaving I-No airborne as well, or you can use 236S which hits grounded and can be canceled with RRC or late PRC.
  • You can hit your opponent OTG after some combos that would normally end in a knockdown (2D, aerial hit 236H, etc.) for guaranteed damage at the cost of losing said knockdown and sending the opponent further away; some moves that are good for this include 236S/236H (corner carry), 2H (most damaging), 2S (farthest reaching normal), dash j.S (keeps you close); explore your options!

Combo theory

There's not a lot here right now. At the most basic level, just know that many...like many of I-No's normals will combo into her command normals (6P or 6H ideally) and subsequently special moves (214K, 236S/236H) that on hit can be RC'd to continue combos for more damage, including 5P/2P/5K/2K/c.S/j.K/j.S/j.H.

I-No doesn't particularly struggle with breaking the wall when she wants to, especially thanks to moves like j.236H and her ability to hit opponents in the corner with 214K multiple times, but you may occasionally want to end combos at the wall early for the chance to land one more hit on your opponent for the opportunity to stick them to the wall with a combo that keeps the opponent grounded (i.e. 2K/j.S > 6P > 236S) so that they cannot tech off of the wall and must rise up off the ground; this sequence can be repeated to suffocate opponents repeatedly until escape or death, circumventing the wall break mechanic until the I-No player wills it to be; and if this was going to be patched out, they probably would have done it in the 1.10 October patch, so...cross your fingers it stays?

Beginner/BnB Combo List

BnB combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K/2K/c.S > 2D Anywhere 53/43/67 14.75/13.25/? Everyone [1] Very Easy A simple combo, but the quintessential way of scoring a hard knockdown to get the party started, as I-No loves hard knockdowns. Some of your options on their wakeup include firing a delayed note (214P) to make contact on their getup, or performing a safejump; whatever the heart desires. If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. Video
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H/214K Anywhere 126/128 (c.S starter) ? Everyone [1] Very Easy 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with late PRC/RRC to continue the combo. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance, or if your opponent is cornered and you can land another 214K.

In cases where the first hit of 6H would whiff, such as a distant 2K, instead do 6P into 214K or 236S, as 6P has more reach and forward momentum. You may also want to combo one button into 6P > 236S when it will stick the opponent to the wall while they are still grounded and you intend on not breaking the wall and keeping them cornered. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with PRC/RRC.

Video

Combo List

5P/2P/5K/2K combos

General starter notes:

  • 5P does more damage and is 1 frame faster than 2P, but whiffs on crouching opponents.
  • 5Ps can be mixed and matched and gatling with 2Ps and vice versa; how many you can hit with depends on distance and your opponent's character.
  • 5K does more damage, but 2K hits low; 2K also has much worse proration.
5P/2P starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P/2P > 5P/2P > 5P > 214K Anywhere 64 (5Px3) ? Everyone [1] Very Easy
5K/2K starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K/2K > 2D Anywhere 53/43 14.75/13.25 Everyone [1] Very Easy A simple combo, but the quintessential way of scoring a hard knockdown from two of your important normals to get the party started, as I-No loves hard knockdowns. Some of your options on their wakeup include firing a delayed note (214P) to make contact on their getup, or performing a safejump; whatever the heart desires. If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. Video
5K/2K > 2D > 214K Anywhere 83/66 (on Faust) ? Everyone except ZA, LE, AN, IN (5K starter)/MA, PO, FA, MI, NA, GI (2K starter) ((GO? JC?)) [1] Very Easy A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K. Video
5K > 236S Anywhere 56 ? Everyone [1] Very Easy Anti-air combo; 5K can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and combos into 236S only on an airborne opponent. Video
5K/2K > 214K Anywhere 63/50 ? Everyone [1] Very Easy Same purpose as above combo but works from either K starter on an airborne or grounded opponent. Video
5P/5Px2/2P/2Px2/5K/2K > 6P > 236S/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6P > 236S/214K Anywhere 60/65 ? Everyone [1] Very Easy
5Px2 > 6P > 236S/214K Anywhere 66/69 ? Everyone [1] Very Easy
2P > 6P > 236S/214K Anywhere 58/63 ? Everyone [1] Very Easy
2Px2 > 6P > 236S/214K Anywhere 62/65 ? Everyone [1] Very Easy
5K > 6P > 236S/214K Anywhere 76/82 ? Everyone [1] Very Easy
2K > 6P > 236S/214K Anywhere 59/64 ? Everyone [1] Very Easy
5P/5Px2/2P/5K/2K > 6H(2) > 236H/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6H(2) > 236H/214K Anywhere 85/87 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
5Px2 > 6H(2) > 236H/214K Anywhere 85/86 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
2P > 6H(2) > 236H/214K Anywhere 83/85 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
5K > 6H(2) > 236H/214K Anywhere 106/108 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
2K > 6H(2) > 236H/214K Anywhere 83/85 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.

6P combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6P > 236S/214K Anywhere 59/66 ? Everyone [1] Very Easy Video
(CH) 6P > 236H > 2H > 236S/214K Anywhere 114/119 ? Everyone [1] Very Easy If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. Video

c.S/f.S/2S combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > 6H(2) > 236H/214K Anywhere 126/128 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
c.S > f.S/2S > 2H > 236S/214K Anywhere 119 (236S)/125 (214K) ? Everyone [1] Very Easy
c.S > 6P > 236S/214K Anywhere 92 (236S)/99 (214K) ? Everyone [1] Very Easy
f.S/2S > 236S/214K Anywhere 59 (236S)/66 (214K) (f.S starter) ? Everyone [1] Very Easy
f.S/2S > 2H > 236S/214K Anywhere 87 (236S)/93 (214K) (f.S starter) ? Everyone [1] Very Easy
(CH) c.S/f.S/2S > 236H > 2H > 236S/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(CH) c.S > 236H > 2H > 236S/214K Anywhere 131/137 ? Everyone [2] Easy (Notes for each combo in table) If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC.
(CH) f.S > 236H > 2H > 236S/214K Anywhere 114/119 ? Everyone [2] Easy
(CH) 2S > 236H > 2H > 236S/214K Anywhere 110/115 ? Everyone [2] Easy
(CH) c.S/f.S/2S > 236H, 6H(2) > 236H/214K
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(CH) c.S > 236H, 6H(2) > 236H/214K Anywhere 151/153 ? Everyone [4] Hard (Notes for each combo in table) 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance.
(CH) f.S > 236H, 6H(2) > 236H/214K Anywhere 132/134 ? Everyone [4] Hard
(CH) 2S > 236H, 6H(2) > 236H/214K Anywhere 128/130 ? Everyone [4] Hard

5H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(far) CH 5H > 236H > 5K > 214K Anywhere 129 ? Everyone [2] Easy Meterless damage from CH 5H. 236H must be delayed on some characters. Video
(far) CH 5H > 236H > 2H > 214K Anywhere 140 ? Everyone except NA, AN, IN [4] Varies More meterless damage from CH 5H. 236H must be delayed on some characters and 2H will not connect airborne on a few (NA, AN, IN). Difficulty heavily varies on opponent's character; 5K instead of 2H is much easier as well as universal. Video
(far) CH 5H > 236H > 5K > j.236H(3)~H > j.S > 6H(2) > 236H > WS > 5[D] Midscreen to Wall Break 230 ? MA [4] Hard Meterless wall break combo from near round start 5H on  May only(?). You may find it easier to wall splat with 5K > 214K instead of 6H(2) > 236H. Video
(far) CH 5H > 236H > 66RRC~c.S > j.D > c.S > 6H(2) > 214K > 214K > WS > 214K Midscreen to Wall Break 238 ? Everyone except CH, RA, JC [3] Medium Midscreen to wall break combo off of far CH 5H with 50% tension. 236H must be delayed on some characters. Video
(far) CH 5H > 236H > 2H > 236S~66PRC~c.S > 6H(2) > 214K > 214K > WS > 214K Midscreen to Wall Break 240 ? Everyone except NA, AN, IN(?) [4] Varies Slightly better (but not universal) midscreen to wall break combo off of far CH 5H with 50% tension. 236H must be delayed on some characters and 2H will not connect airborne on a few (NA, AN, IN). Difficulty heavily varies on opponent's character. Video
(close) CH 5H > j.S > j.S > j.236H(3)~H > j.S > j.H > 214K > WS > 5[D] Midscreen to Wall Break 207 ? Everyone [3] Medium Meterless midscreen to wall break combo off of close CH 5H. You may want to wait until you touch the ground to input 214K as your input for it might get eaten while you land on the ground after j.H. Video

2H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2H > 236S/214K Anywhere 73/81 ? Everyone [1] Very Easy
(CH) 2H > 236H > 2H > 236S/214K Anywhere 135/141 ? Everyone [2] Easy If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC.
(CH) 2H > 236H, 6H(2) > 236H/214K Anywhere 153/155 ? Everyone [2] Easy 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance.

6H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6H(2) > 236H/214K Anywhere 101/104 ? Everyone [1] Very Easy 236H provides a hard knockdown, but marginally less damage than 214K.
(CH) 6H(1) > 236H > 2H > 236S/214K Anywhere 111/117 ? Everyone [2] Easy If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC.
(CH) 6H(1) > 236H, 6H(2) > 236H/214K Anywhere 131/133 ? Everyone except [4] Hard 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance.
(CH) 6H(2) > delay 236H > 5K/2K > 236S/214K Anywhere (5K) 145/151, (2K) 142/148 ~22 Everyone except FA [4] Hard Have to use 2K on  Leo,  Giovanna, and 5K on  Sol. Both work on everyone else except  Faust; might need to be tested more
(CH) 6H(2) > 236S (whiff) > 5K > 236K/214K Anywhere 117/124 ~17 KY/AX/PO/FA/ZT/LE/NA [2] Easy Alternate route that works on FA and is much easier. 214K does more damage but 236S can be converted with RRC.
(CH) 6H(2) > 236S (whiff) > 2S > 236S Anywhere 122 (RA) ~17 MI/RA/GI [2] Easy Alternate route to the alternate route that works on some of the girls

5[D] Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5[D]~8 > (Delay) > j.S > j.H > JC > j.P > j.S > j.H > Finishing Blow Anywhere 182 ~18 Anyone [2] Easy
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow Anywhere 186 ~18 Anyone [3] Medium
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow Anywhere 194 ~19 Everyone [3] Medium Get j.S as early as possible after JC to make sure this can get a finishing blow
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow Anywhere 203 ~19? Everyone [3] Medium Video
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow Back to corner on Everyone, Anywhere on PO/LE/NA 204 ~19? Everyone [3] Hard Back to corner Dust combo; may work on some characters midscreen Video
5[D]~8 > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow Anywhere 207 ~19? Everyone? [3] Hard To be tested more; works on Ky regardless of screen position

j.K/j.S/j.H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.S > JC > j.S > j.236H~H > j.S > j.H > c.S > 6H(1) > WS > 214K (or 66 j.632146S) Midscreen/Near Corner 169(190) ? Everyone [4] Hard Air-to-air combo from midscreen to corner. Can be inconsistent depending on distance from corner and height.
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > 6H(2) > 236H > WS > 5[D] Midscreen to Wall Break 182 ? Everyone [4] Hard j.S > j.D is a new natural combo I-No received in the October balance patch; no CH necessary. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry. Video

j.D combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c p d tg wo df n v

236H combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > 2D Anywhere 67 ~10 Everyone [1] Very Easy Hard knockdown.
236H > 2H/2S > 236S/214K Anywhere 98 (2H, 236S), 104 (2H, 214K), 87 (2S, 236S), 93 (2S, 214K) ~15+? Everyone [1] Very Easy 2H does more damage and has identical startup to 2S, but less range; pick which one to combo into based on distance. 214K does more damage but 236S can be converted with RRC.
236H, 6H(2) > 236H/214K Anywhere 120/122 ? Everyone [1] Hard 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance.

j.236K combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.236K~K > j.K > j.236H(3)~H~66PRC~j.S > j.H > 6H(2) > 236H > WS > 5[D] Midscreen to Wall Break 196 ? ? [4] Hard Midscreen to wall break from j.236K~K. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry. Video

Throw RC combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Forward Throw > RRC > j.s > j.H > 236H(3)~H > j.S > j.H > WS > 5[D] Corner 149 ? Everyone Medium Not super useful, since the damage isn't great and it'd probably be better to just take the hard knockdown and oki setup rather then go for damage and wallbreak at the cost of meter. v

Guaranteed wallbreak combos

5P/2P/5K/2K/c.S/j.K/j.S/j.H starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] Corner 191 (j.S starter) ~29/~29/~29 Everyone [4] Hard 214K has to be timed to hit as early as possible. Video
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] Corner 191 (j.S starter) ~26 Everyone [4] Hard 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Video
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 210/220/190 ~32 Everyone [4] Hard 214K has to be timed to hit as early as possible. j.H must be hit very close to the wall for 6H to connect after. Video
j.D starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] Corner 159 ~22 Everyone [2] Easy Video
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] Corner 169 ~22 Everyone except PO/LE/NA [3] Medium Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is.
j.D > j.236H(3)~H > j.H > 2K > 6P > 214K > WS > 214K Corner 161 (Sol) ~27 SO, MA, MI, ZT, RA, GI, AN, IN [3] Medium Hoverdash j.K -> j.D for correct height Video
236H starter
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H, 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] Corner 214 ~34 Everyone [5] Very Hard 214K has to be timed to hit as early as possible. Video
236H, 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] Corner 217 ~32 Everyone [5] Very Hard 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Video
Other starters
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K Back to corner 169 ~-48% Anyone [3] Medium May need a small delay to initial j.66 to side switch properly. First attack can be pretty much anything that doesn't push away from the corner. Easier to land before doing 214K or use j.S to do WS. Video

CH Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K Corner 199/198 ~40 Everyone [4] Hard Need to use 214K for wall splat against PO/LE/NA
6H(2) (CH) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 253 ~37 Everyone [3] Medium DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use 236S instead for an easy 632146S wall break.
2S/f.S/5H/2H (CH) > 236H, microwalk > 6H(2) > delay 214K > TK j.236H~H > j.S > WS > 5[D] Corner 232 ~37 Everyone [3] Medium Frame trap route in the corner.
(CH) 6H(2) > 214P > 66PRC > 5K > 214K > 66 > j.H > 6H > 214K > WS > 214K Midscreen 252 ? Everyone Medium Midscreen route that works by having them fall onto the note in the corner.

F-Shiki/"Fuzzy" conversions

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 181 ~27 Everyone except GI/MA/CH [2] Easy Easy F-Shiki conversion after blocked j.S
j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] Corner 202 -47% Everyone except SO/ZA [2] Hard F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. Video
j.S > jc > j.S > j.236K/S Anywhere 69/69 ~10/~10/~10 Everyone except GI [2] Easy Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked.

Navigation

Template:Navbar-GGST